For any skill check outside of combat, there are obvious ways that a player can help someone in his party with a skill check.
*. Anyone, regardless of training, can Help if they are within 5 feet (How to Play, p 18). That gives advantage. In play everyone should have someone helping them on any task.
*. a Cleric or Druid can cast the cantrip Guidance, allowing the player to add d4 (Spells, p. 29). That gives an averaged smaller bonus than Helping, but it appears to stack with advantage.
This leads to some conclusions about play style being encouraged ("forced" if you will) in Next:
1. in a party of at least three people, for any out-of-combat skill check (if the Cleric has Guidance, obviously), one player can help the other, and the cleric can guide her. It seems a no-brainer that this should happen all the time, with every check. I'm not saying it's broken, but it does seem to be a play style ("teamwork") that is being heavily pushed by the design.
2. Even if there are just two people, the cleric can achieve this by casting Guidance and then offering his help in the next turn (since Guidance has a fuse).
3. If there isn't time to wait, the cleric should just offer help. Acting on his own, he can do more to help his teammate (on average) than he can by calling on divine support.
4. In some circumstances, Bards can also add a d6 to a skill roll. Does this stack with Guidance? If it does, it does seem broken. If it doesn't, then it seems to be a fairly benign +1 (when compared to the bonus from Guidance, on average) a few times per day. That makes it a pretty unimpressive choice, in a party with a cleric. Either way, it feels fishy to me.
I like conclusion 1, but am unsure about 2, 3, and 4. Thoughts?
*. Anyone, regardless of training, can Help if they are within 5 feet (How to Play, p 18). That gives advantage. In play everyone should have someone helping them on any task.
*. a Cleric or Druid can cast the cantrip Guidance, allowing the player to add d4 (Spells, p. 29). That gives an averaged smaller bonus than Helping, but it appears to stack with advantage.
This leads to some conclusions about play style being encouraged ("forced" if you will) in Next:
1. in a party of at least three people, for any out-of-combat skill check (if the Cleric has Guidance, obviously), one player can help the other, and the cleric can guide her. It seems a no-brainer that this should happen all the time, with every check. I'm not saying it's broken, but it does seem to be a play style ("teamwork") that is being heavily pushed by the design.
2. Even if there are just two people, the cleric can achieve this by casting Guidance and then offering his help in the next turn (since Guidance has a fuse).
3. If there isn't time to wait, the cleric should just offer help. Acting on his own, he can do more to help his teammate (on average) than he can by calling on divine support.
4. In some circumstances, Bards can also add a d6 to a skill roll. Does this stack with Guidance? If it does, it does seem broken. If it doesn't, then it seems to be a fairly benign +1 (when compared to the bonus from Guidance, on average) a few times per day. That makes it a pretty unimpressive choice, in a party with a cleric. Either way, it feels fishy to me.
I like conclusion 1, but am unsure about 2, 3, and 4. Thoughts?
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